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Author Topic: Fort Design  (Read 14588 times)

Mushroo

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Re: Fort Design
« Reply #15 on: February 22, 2012, 02:52:03 pm »

Purely vertical is the most efficient, in my opinion.

My favorite large fortress design is a column of 11x11 rooms stacked on top of each other. Each level has a workshop in the center surrounded by up/down stairs and then stockpile/bed/table/chair/cabinet along the edges.

Farm design in my forts is easy as I find I can buy out entire caravans with the output from a single 3x5 potash-fertilized plot. If I am aiming for complete self-sufficiency with food/booze/fabric/dye, then my standard "large farm" design is an 11x11 room with a 3x5 or 5x5 plot in each corner, a statue in the center (idlers will congregate around the statue and instantly harvest crops as they mature), and seed/plant stockpile in the remaining squares.
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Burmalay

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Re: Fort Design
« Reply #16 on: February 22, 2012, 03:11:46 pm »

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Montague

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Re: Fort Design
« Reply #17 on: February 22, 2012, 03:19:38 pm »

Purely vertical is the most efficient, in my opinion.

My favorite large fortress design is a column of 11x11 rooms stacked on top of each other. Each level has a workshop in the center surrounded by up/down stairs and then stockpile/bed/table/chair/cabinet along the edges.

This seems like a solid design in terms of efficiency. I think I'm going to give that a try on my next fort.

What size embark do you usually use? What do you do about finding and mining out ore and whatnot?
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miauw62

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Re: Fort Design
« Reply #18 on: February 22, 2012, 03:22:41 pm »

Purely vertical is the most efficient, in my opinion.

My favorite large fortress design is a column of 11x11 rooms stacked on top of each other. Each level has a workshop in the center surrounded by up/down stairs and then stockpile/bed/table/chair/cabinet along the edges.

Farm design in my forts is easy as I find I can buy out entire caravans with the output from a single 3x5 potash-fertilized plot. If I am aiming for complete self-sufficiency with food/booze/fabric/dye, then my standard "large farm" design is an 11x11 room with a 3x5 or 5x5 plot in each corner, a statue in the center (idlers will congregate around the statue and instantly harvest crops as they mature), and seed/plant stockpile in the remaining squares.

I kind of dislike purely vertical forts, too much going up/down, stuff is easier to see in horizontal forts.
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Broseph Stalin

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Re: Fort Design
« Reply #19 on: February 22, 2012, 03:24:38 pm »


I kind of dislike purely vertical forts, too much going up/down, stuff is easier to see in horizontal forts.
Easier to see but harder for your dorfs to get around.

I like 3x3 passageways with 3x3 rooms 5x11 dining halls and 5x11 stockpiles.

Mushroo

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Re: Fort Design
« Reply #20 on: February 22, 2012, 03:25:54 pm »

What size embark do you usually use? What do you do about finding and mining out ore and whatnot?

Excellent questions!
1. Due to a slow computer I use 2x2 embarks (or sometimes 1x1 with nanofortress).
2. When I discover a vein of ore, I dig sideways, smooth and engrave the mined-out area, and make high-value bedrooms for nobles. :)
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Montague

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Re: Fort Design
« Reply #21 on: February 22, 2012, 03:42:39 pm »

I kind of dislike purely vertical forts, too much going up/down, stuff is easier to see in horizontal forts.

Tapping a key to go up and down is easy and you can see everything without scrolling the screen everywhere.

1. Due to a slow computer I use 2x2 embarks (or sometimes 1x1 with nanofortress).
2. When I discover a vein of ore, I dig sideways, smooth and engrave the mined-out area, and make high-value bedrooms for nobles. :)

Are bedrooms way further down/up away from workshops and other noise-producing areas?
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Mushroo

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Re: Fort Design
« Reply #22 on: February 22, 2012, 03:46:07 pm »

Are bedrooms way further down/up away from workshops and other noise-producing areas?

Each floor is a self-contained unit with workshop, table, chair, bed, cabinet. (Yes, I know this gives them a bad thought.)

Plus I'll usually put a couple of dormitories near the top and bottom for migrants/haulers.
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martinuzz

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Re: Fort Design
« Reply #23 on: February 22, 2012, 03:47:58 pm »


@martinuzz, if you could, that would be beyond fucking awesome. I'd love to see what you guys are doing and where I'm going wrong.

Managed to get my map compressor working (I think)
I present, Hexagon Fortress. It's only 3 years old, not too big yet, but I'm pretty happy with it so far. Note the mist generator above the ramps piercing the aquifer. I think I couldn't have chosen a better spot. There's almost no dwarf to be found that does not have the waterfall happiness thought. Well, there's one that hasn't. That would be my resident vampire, safely walled off from the rest of the fort. He'll be digging downwards in search of caves soon.

Here's the link:
http://mkv25.net/dfma/map-11037-coppermaze
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doublestrafe

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Re: Fort Design
« Reply #24 on: February 22, 2012, 03:49:21 pm »

I kind of dislike purely vertical forts, too much going up/down, stuff is easier to see in horizontal forts.

Tapping a key to go up and down is easy and you can see everything without scrolling the screen everywhere.

1. Due to a slow computer I use 2x2 embarks (or sometimes 1x1 with nanofortress).
2. When I discover a vein of ore, I dig sideways, smooth and engrave the mined-out area, and make high-value bedrooms for nobles. :)

Are bedrooms way further down/up away from workshops and other noise-producing areas?

Workshops don't produce noise. From the wiki: "Contrary to common belief based on earlier versions, Toady has stated that workshops do not currently produce any noise. In fact, he states that "only digging, chopping, making fortifications, engraving walls and removing constructions" will make noise. "
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rhesusmacabre

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Re: Fort Design
« Reply #25 on: February 22, 2012, 03:54:22 pm »

I started my current fort by digging a 3z deep circular moat ~30 tiles in diameter. Consequently, the first few levels of the fort itself were quite restricted. I found it quite fun to fit rooms into this shape though and have tried to keep to this shape even much further down.
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doublestrafe

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Re: Fort Design
« Reply #26 on: February 22, 2012, 03:56:57 pm »


Here's the link:
http://mkv25.net/dfma/map-11037-coppermaze

Just so you know, you don't have to flood soil to farm it anymore.

I like the power design! My power systems always sprawl all over the place.
« Last Edit: February 22, 2012, 04:04:03 pm by doublestrafe »
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martinuzz

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Re: Fort Design
« Reply #27 on: February 22, 2012, 04:01:05 pm »

Just so you know, you don't have to flood soil to farm it anymore.

Now that's some good new info. I didn't mind the having to flood thing though. I was already used to it in the 2d version.
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Friendly and polite reminder for optimists: Hope is a finite resource

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Edges

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Re: Fort Design
« Reply #28 on: February 22, 2012, 04:14:24 pm »

I go vertical.

Ever level has a 3x3 stair in the center. Actually the center tile is floor which eventually gets a masterwork, jewel-encrusted, gold-or-as-close-to-gold statue. So there's 8 tiles of stair around a column of statues. Surrounding the downward stairs at the surface are the depot, kennels, dump, and a armor stand for all the squads. I like my military to train full time out side so no one is vomiting during engagement. Under that is a farm layer. 6 3x5 plots tightly packed against the stairs is more than enough to constantly have to dig for more food storage space. The next level is reserved for pasture and tree farming if the caverns get pierced. Then I dig to rock which is often the next level down (assuming there was soil at all). If rock was the next layer down I skip a layer before the workshops. Either way, I have a socks level under the farms. This is a 31 diameter circle with the manager and record keeper posted by the stairs and lots of space for finished goods and furniture stockpiles.

At this point it's about 6-10 levels of workshops. Workshop levels are circles with radius 13. Workshops surround the stairs (up to 8) and are grouped by utility. So the kitchen(s), still(s), butcher(s), tanner, and a farmer's shop or two are together right under the farm. Crafts are under that since many of the crafts draw from the butcher's leavings. Stockpiles are outside of the workshops.

Under this is the dining hall and hospital. They're on the same level because they have wells and it's easier to set up wells on the same level. The dining hall is large enough to seat 80 comfortably at any given time. It is semicircular and is surrounded by food storage. The hospital has soap stockpiles and lots of supplies. I find that 8-12 beds (w/tables and chests) is usually enough.

Below that are the bedrooms. I like to make sure that this level is far enough down to make noise not a problem but close enough that they're not wasting time. Lately, I give the original 7 a 4x5 room and the rest get 3x5. Once I get doors, statues, coffers, cabinets, and engravings in each room, everybody is ecstatic. I set it up so that the center of each room is no more than 10 tiles from the stairs. So the original 7 get a floor and then it's 16 per floor below that. If I were to have a larger pop cap (I'm at 80 for FPS reasons), I'd make smaller rooms and pack 20+ to a floor. But I don't usually need too many floors as happy dwarves soon double up in beds. The mayor and baron/duke get their own floor usually on the level below the wells. They're surrounded by water but don't get wet.

Once it's established and food and finished goods start getting out of hand, All the workshop levels get expanded to 31 tile circles, a live-target-archery-range is put in, and the surface gets a makeover. The surface gets a series of walls and bridges claiming more and more land w/big boneyards, pastures, above ground farms, and a separate little spot for each squad to train. I also make a little gauntlet with traps and a barracks at the bottom at the entrance to each cavern.

It's not the most efficient possible. But it's where I'm at these days.
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Edges

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Re: Fort Design
« Reply #29 on: February 22, 2012, 04:16:04 pm »

Oops. Double post.
« Last Edit: February 22, 2012, 04:17:53 pm by Edges »
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